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  • 用户:Pisces
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  1. I need someone very clever

    For the oblivion side of things you need bsa commander (or a similiar program) to open the meshes.bsa and textures.bsa and export the iron longsword files. These will give you a nif file for the mesh which isn't much good, so you need "nifscope" (or a similiar program) to open the nif and export it as an .obj. Then you can open the iron longsword in blender or wings. You'll most likely need to scale the longsword down the a 10th. Next import a nice looking sword from mount and blade into wings, and use that to make sure the sword is in the right alignment and scale, then delete the mount and blade sword and save the oblivion sword.

    Finally, follow the steps mentioned many times in these forums for importing a sword into mount and blade.

    It is long and quite complex sounding process that requires several otherwise useless programs but it is actually quite quick and painless once you've got the hand of it. There may be some conversion issues, like sometimes oblivion objects have holes in them, and I can't remember if openbrf/brfedit likes triangulated meshes (which oblivion meshes are) but you should manage to overcome these eventually. Can't remember the exact process for converting the texture, but it should be significantly easier, and I think they are both in .dds format.
  2. OSP Code Campaign Updated water travel! (BUGFIX #2)

    Xendor 说:
    - AI and player still can walk on the water if they'r close enough to ships. Or am I doing something wrong?

    The best method is to add invisible barriers to the edges of the ships so no one can fall off. While walking on water may be unrealistic but it is better than having people fall into the ocean and running around at the bottom (unless you have the script to make them drown).
  3. OSP Code Campaign Updated water travel! (BUGFIX #2)

    The script I posted above works perfectly for my game. The ships themselves should appear when you combat someone on the water.

    I think there are other scripts which work in the way you describe, but the problem is that the AI is not equipt to deal with ships. While it is theoretically possible to help the AI along in it's tracks, it is rather troublesome. This method is quick and simple, allows the AI absolute freedom to attack and trade with other nations and is more realisitic in the sense that they may attack from any beach (although unrealisitic in other ways, like ships randomly appearing).
  4. SP Medieval Musket Era 1500s Britain 0.5 Beta

    This is a relatively simple mod of Britain (and northern France) in the early 16th century. While this mod does not try to follow accurate historical events of the time, it was a rather imaginative time in military history and this mod makes the most of this to give entertaining game-play. Guns...
  5. I want to manually equip my entire army, get rid of heroes.

    I don't know about the party slot limit unfortunately but everything else should be relatively easy.

    Using python aka the module system, you could a new set of heros called warrior1 and so on below each other. Because the game treats IDs as numbers when the game runs, it means that warrior1 +1 equals warrior2, as long as they are in a solid block. This means it would be quite easy to make a script to recruit the first warrior then the next and so on if you wanted them to recruit from villages.

    Later problems you will encounter is that you will want to give them the flag heros, as this will ensure that when given a lance and a sword, they will get a lance and a sword, rather than a chance for a lance and a chance for a sword. Giving them the heros flag, which unfortunately also makes them not die, so you will have to make a script to randomly kill them when they get knocked unconscience. This also make the problem that you will likely want to reuse those templates when they die, so you will have to write another script to reset all their stats and inventory when they die and mark them as unused, either by using slots or an unused item in their inventory as a flag.

    I believe there is an operation for renaming troops, used for renaming the player. So you could make an option to rename your warriors in a dialogue. That way the player could use whatever naming system they desire.

    Aside from working around the party slot limit (perhaps using a proxy party...hmm...a lot of scripting tho). I know how to do the things I've mentioned so if you need help just ask, but make a reasonible attempt at doing it yourself before asking.
  6. What is your Favorite Ranged weapon for this mod

    I like muskets. It is a nice an elegant weapon, great accuracy, great power and still a good reload time. I make every shot a kill with my musket. I like the multishot pistol too as it is faster at killing people but the musket is more elegant and more fun for me.
  7. Trying to create new dialog

    Yeah, it takes many failures to make it work right. But it was only a couple of months ago that I was messing up scripts hopelessly and didn't know what to do. I gave it a break and came back with new ideas (which mostly failed) and eventually it worked perfectly. Now I can do scripts that work first time.

    Try doing anyone|plyr,"patrol_talk1",etc.

    Looking at the other dialogs, the |plyr should be added to the first input. I don't know exactly what it does, but copying other dialogs usually works.

    also, looking at it, you want multiple dialogs of the same name to give options. So problems you have are that you have patrol talks which are not introduced ie, I don't see anywhere patrol_talk1 or patrol_talk2 introduced. They should be both named the same thing and introduced in the dialog above it. Also for patrol_talk5 you are missing a input. The precise one you are missing is "close_window", before [(party_can_join),(assign, "$g_leave_encounter, 1)]
  8. Skill efects for troops

    I think horses might actually be considered agents anyway. Might be hard working out whose horse belongs to what person.
  9. Skill efects for troops

    Well you could always try adding it to knows_reserved_5 to troops to see if that works, I suspect so. As for if it would work if regular troops I'm not sure. Troops are usually stored as templates, which works fine for heros as there is only one of them, but for others they get gear randomly from the template. It think there are a few scripts which give rank and file troops a bit more of a personality, so I think it is possible but it would require some scripting, I think.
  10. Crossbows using different projectiles

    Hmm...that's a tricky one. My only idea would be to add a script to all the crossbows which on activation tests all the bolts on the agent's inventory (only if agent is a companion or player) then sets the ammo to 0 using troop_inventory_slot_set_item_amount.

    You'll need to make a for loop like this to check if there are bolts equipt.
        (try_for_range, ":cur_slot", 0, 4),#equipment slots
          (troop_get_inventory_slot, ":cur_item", "trp_player", ":cur_slot"),
  11. Screenshots

    Not a very good picture unfortunately, it is quite hard to press all the required buttons on the laptop I am using.
    StruggleforBermiaCharacter.jpg
    That is the multishot pistol she's weilding, I wanted to make a pirate style character with sword, shield & pistol. The first battle I played I got that awesome unique Roman-esque sword she has by her side and by level 12 I got the multishot pistol. I am getting some serious killing done.

    EDIT: You will have to wait until the picture works, I had to rediscover my picture uploading place so my account is currently experiencing a cool-off period. It should be work in 24 hours if not 1.
  12. PYTHON SCRIPT/SCHEME EXCHANGE

    I started with that line of thought, but can you add a weapon to an agent? I'm not too experience but I can't find any operation or example of such. Adding it to the troop only works for heros. It would be quite easy to make a script to give the knights only lances in open battles and only hand weapons for sieges, which would be good, but not quite what I'm looking for.

    My plan was to create new entry points with the override weapons flag & assign the knights to it. I'm not sure what will happen when I create new entry points as the entry points are automatically generated, but so far I haven't been successful in assigning the knights to the new entry points.
  13. OSP Code Campaign Updated water travel! (BUGFIX #2)

    I've used this script for my 1500s Britain mod (yet to be released). The first post really needs to be updated with the working code.

    插入代码块:
    (0.1, 0, 0, [(party_get_current_terrain,":terrain","p_main_party"),
          (neq,":terrain", 5),], # 5 or whatever the number of your retextured terrain in header_terrain_types.
       [(try_begin),
           (troop_get_inventory_slot, ":cur_horse", "trp_player",8), #horse slot
           (assign, ":new_icon", -1),
           (try_begin),
            (eq, "$g_player_icon_state", pis_normal),
            (try_begin),
             (ge, ":cur_horse", 0),
             (assign, ":new_icon", "icon_player_horseman"),
            (else_try),
             (assign, ":new_icon", "icon_player"),
            (try_end),
           (else_try),
            (eq, "$g_player_icon_state", pis_camping), # All of this is thanks to Lumos bein' generous, and not being as much of a lazy arse as I am
            (assign, ":new_icon", "icon_camp"), 
          (try_end),
        (party_set_icon, "p_main_party", ":new_icon"),
        (try_end),
    ]),
      
        (0.1, 0, 0, [(party_get_current_terrain,":terrain","p_main_party"),
          (eq,":terrain",5),], #Oh shi- ALL HAIL HYPNOTOAD
       [(party_set_icon,"p_main_party", "icon_ship"),]),
  14. PYTHON SCRIPT/SCHEME EXCHANGE

    I've been playing around with trying to ensure certain troops have both a lance and a sword. I originally started with just adding a lance to the troop, which of course doesn't work as it adds it to the template of a troop, so the template is called and gets either a sword, lance or both randomly like normal. There appears to be no operation to give it to an agent. So I was trying an alternate strategy of reassigning the troops to an alternate entry point and deleting or removing the originals. I have very limited experience with mission_templates and scene editing so I haven't got it to work yet. I am just wondering if anyone has followed this line of logic before and can give any advice.
  15. I'm about to give up.

    Sometimes it might reference you to a neighbouring line. Check the end of the previous line and make sure there is a comma there. If not try the following line and see if you can find any problems. Sometimes it can be hard to spot.
  16. Trying to create new dialog

    I think you want it:

    [anyone,"patrol_talk1"|plyr, [], "Why not leave this place and join my party?","patrol_talk3",[]],

    And so on from the rest. I've never made my own dialogue from scratch & I have too much going on around me to think straight so I can't say for sure. But looking at the description of how it is supposed to be arranged (at the top of the dialog.py file) then you should definitely not have 3 commas before the condition box and you have too many commas altogether. So it is trying to read "patrol talk1" as a condition and [] as a string. Hence int & string error.
  17. RGL Error

    With difficulty. You either find the old module you were using with it and rename it and the savegame folder to the same thing. Or you hex-edit your old savegame to be compatible with your new module. Which if you don't know how to do yourself then I'm guessing no one else will be able to tell you how to do because it is fairly situation dependent.
  18. RGL Error

    Sounds like savegame incompatibility. Are you trying to use an old save game after you've done changes?
  19. Trying to create new dialog

    Well I could write it for you but then you wouldn't learn anything. Look in header_operations for a list of commands, then search either game_menu.py, dialogs.py & scripts.py for it's use to see how it is done.

    You'll probably want to make a temp_troop_array of all the troops in the patrol using a for loop. Add them to the player faction then destroy the patrol.
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